#version 450

// set #0: global

// set #1: material
layout(set = 1, binding = 0) uniform MaterialInput {
    vec3 color;
} material;
layout(set = 1, binding = 1) uniform sampler2D material_image_albedo;
layout(set = 1, binding = 1) uniform sampler2D material_image_albedo2;
// set #2: object
// Nothing

// uv
layout(location = 0) in vec2 uv;

// output attachment
layout(location = 0) out vec4 outColor;

void main() {
    vec4 col1 = texture(material_image_albedo, uv);
    vec4 col2 = texture(material_image_albedo2, uv);
    outColor = (col1+col2+vec4(material.color, 1.f))/3.f;
}